Paste huh, #bjS -- näytä pelkkänä tekstinä -- uusi tämän pohjalta
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 | turtle = {} local matrix = {} local x = { x=1, y=0, z=0 } local y = { x=0, y=1, z=0 } local z = { x=0, y=0, z=1 } local is_num = function(c) return type(tonumber(c))=="number" or c=="-" and true or false end local round = function(n) return math.floor(n+0.5) end turtle.spawn = function (pos, def) local min = { x = pos.x, y = pos.y, z = pos.z } local max = { x = pos.x, y = pos.y, z = pos.z } local nodes = {} local materials = {} print("huh: "..dump(def)) for _, mat in pairs(def.materials) do table.insert( materials, minetest.get_content_id(mat) ) end local tmp = matrix.new() local rot = matrix.orient(tmp, math.pi/2, z ) local pos = vector.new(pos) local stk = {} local axis = y local angle = 0 local pen_down = true local mat = 1 local arg = "" for c in def.prog:gmatch"." do if is_num(c) then arg = arg..c elseif c == "G" then if pen_down then if pos.x < min.x then min.x = pos.x end if pos.y < min.y then min.y = pos.y end if pos.z < min.z then min.z = pos.z end if pos.x > max.x then max.x = pos.x end if pos.y > max.y then max.y = pos.y end if pos.z > max.z then max.z = pos.z end local rpos = { x=round(pos.x), y=round(pos.y), z=round(pos.z)} table.insert(nodes, { pos=rpos, mat=materials[mat] } ) end pos = pos + matrix.transpose(rot, x) elseif c == "U" then pen_down = false elseif c == "D" then pen_down = true elseif c == "T" then pen_down = not pen_down elseif c == "[" then table.insert(stk, { rot=rot, pos=pos } ) elseif c == "]" then local s = table.remove(stk) rot = s.rot pos = s.pos elseif c == "X" then axis = x elseif c == "Y" then axis = y elseif c == "Z" then axis = z elseif c == "A" then angle = tonumber(arg) or 0 arg = "" elseif c == "M" then mat = tonumber(arg) or 1 arg = "" elseif c == "R" then tmp = matrix.id() tmp = matrix.orient(tmp, angle*math.pi/180, axis) rot = matrix.mul(tmp, rot) elseif c == "I" then tmp = matrix.id() tmp = matrix.orient(tmp, math.pi/2, axis) rot = tmp end end local vm = VoxelManip() min, max = vm:read_from_map(min, max) local area = VoxelArea:new{ MinEdge = min, MaxEdge = max } local data = vm:get_data() for _, node in pairs(nodes) do local index = area:indexp(node.pos) data[index] = node.mat end vm:set_data(data) vm:write_to_map() vm:update_map() end matrix.new = function() local m = {} for i = 1,4 do m[i] = {} for j = 1,4 do m[i][j] = 0 end end return m end matrix.id = function() local m = {} for i = 1, 4 do m[i] = {} for j = 1, 4 do if i == j then m[i][j] = 1 else m[i][j] = 0 end end end return m end matrix.mul = function(m1, m2) local m = {} for i = 1, 4 do m[i] = {} for j = 1, 4 do local num = 0 for n = 1, 4 do num = num + m1[i][n] * m2[n][j] end m[i][j] = num end end return m end matrix.orient = function(m, angle, axis) local c = math.cos(angle) local s = math.sin(angle) local t = 1.0 - c local tx = t * axis.x local ty = t * axis.y local tz = t * axis.z local sx = s * axis.x local sy = s * axis.y local sz = s * axis.z m[1][1] = tx * axis.x + c m[1][2] = tx * axis.y + sz m[1][3] = tx * axis.z - sy m[2][1] = ty * axis.x - sz m[2][2] = ty * axis.y + c m[2][3] = ty * axis.z + sx m[3][1] = tz * axis.x + sy m[3][2] = tz * axis.y - sx m[3][3] = tz * axis.z + c return m end matrix.transpose = function (m, v) local x = m[1][1] * v.x + m[2][1] * v.y + m[3][1] * v.z + m[4][1] local y = m[1][2] * v.x + m[2][2] * v.y + m[3][2] * v.z + m[4][2] local z = m[1][3] * v.x + m[2][3] * v.y + m[3][3] * v.z + m[4][3] return vector.new(x,y,z) end |